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SOLUTIONS / GAMING

Infrastructure that matches how your game runs.

Real-time sessions, player accounts and content delivery are different workloads. When evaluating FibaCloud products, consider engine behaviour, player connectivity and persistent data together. Validate capacity with representative game sessions rather than relying on a player count taken from another project.

FibaCloud platformGaming
Game sessions and persistent data
Workload first
Compute for the sessionMeasured connectivityPersistent progress

01 / Overview

Understand the game before counting players.

Server capacity is not determined by RAM alone. Simulation rate, plugins, maps, engine design and single-thread usage all matter. Low average CPU utilization does not necessarily mean that the critical simulation loop has spare capacity.

Separate session servers from persistent services such as accounts, inventories and saves. Assess region and network choices from the networks your players use. This guidance does not promise a fixed player capacity, latency or immunity to DDoS attacks.

01

Compute for the session

Measure engine CPU and memory behaviour. Compare shared and dedicated CPU options for sessions that run sustained processing loads.

02

Measured connectivity

Assess latency and packet loss from player networks. Server location alone does not determine the quality of every connection.

03

Persistent progress

Identify records that must survive the end of a session. World files, inventories and account data may have different recovery requirements.

02 / Architecture

Game sessions and persistent data

Example architecture: real-time sessions and persistent player data are separate layers. Protocols, engine behaviour and capacity depend on the project.

Selection guide
Architecture explained
  1. Players
  2. Game session
  3. Backend
  4. Saved records
Example architecture: real-time sessions and persistent player data are separate layers. Protocols, engine behaviour and capacity depend on the project.

03 / Selection guide

Game infrastructure decisions

Game infrastructure decisions
ConsiderHow to decideWhy it matters
Processing modelMeasure single-thread and multi-thread behaviour in realistic sessions.Resource selection reflects the engine’s actual constraint.
Player connectivityAssess latency, loss and stability on target player networks.A nearby region may behave differently across networks.
Persistent recordsDefine save frequency and acceptable recovery loss.Progress after a session restart has a clear recovery target.
Version managementPlan client, server and plugin compatibility together.You can assess how updates affect connections and world data.

04 / Use cases

Different parts of a game project

01 / Gaming

Multiplayer sessions

Test representative maps, plugins and concurrent players. Review simulation-loop delays separately from total CPU utilization.

02 / Gaming

Player backends

Plan consistency for accounts, statistics and inventory. These services may need a different resource balance from session servers.

03 / Gaming

Development and testing

Try releases and plugin changes in a separate environment. Keep test worlds apart from live player progress.

05 / From planning to operation

From test sessions to routine operations

  1. Define the workload

    List the engine, modifications, persistent data and player access patterns. Make test scenarios representative.

  2. Size through measurement

    Observe CPU, memory, disk and networking in a small test setup. Do not reuse another game’s results as your own.

  3. Test updates

    Preserve world data and configuration before upgrading. Check whether returning to an older release remains compatible with saved data.

  4. Track operations

    Observe session failures, successful saves and resource use. Coordinate planned restarts with player communication.

Questions

A clearer path to your next decision.

Talk to our team
How many players can a server support?

A reliable answer requires the game, maps, modifications and concurrent activity. Measure the selected configuration with representative sessions.

Can Shared CPU run a game server?

It may suit some development or variable-load scenarios. For sustained CPU-intensive sessions, test Dedicated CPU or Bare Metal options against the workload.

Does server location guarantee low ping?

No. Player providers, routes, packet loss and congestion also matter. Measure from the networks your intended players use.

Will a server backup preserve player progress?

That depends on scope and save consistency. Use the game’s appropriate save procedure and verify recovery of world and account data.

Go deeper with practical guides.

Connect product decisions with installation, configuration and operating knowledge.

Explore technical tutorials

Technical references

These references explain the technical concepts discussed on this page. Available configurations and service scope are defined by FibaCloud product and order information.

FIBACLOUD / Gaming

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